func_train tutorial on Hammer
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func_train tutorial on Hammer
Do you guys know any func_train tutorial for Hammer and Quake 1?
- JasonX
- Posts: 411
- Joined: Tue Apr 21, 2009 2:08 pm
This kind of sort of explains it:
http://www.quakewiki.net/archives/world ... html#jump5
You make turn a brush in a func_train entity and make some path_corner point entities.
There is this tutorial too:
http://www.bspquakeeditor.com/q1tutor/q_train.html
http://www.quakewiki.net/archives/world ... html#jump5
You make turn a brush in a func_train entity and make some path_corner point entities.
There is this tutorial too:
http://www.bspquakeeditor.com/q1tutor/q_train.html
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
func_trains (for func_anything for that matter) should work the same in any editor - barring editor bugs, of course. Position your entities, set their properties, and away you go.
If you still want something specific to Hammer, but you can't find anything using Hammer, look for WorldCraft tutorials too. WorldCraft is what Hammer used to be called before Valve went all Half-Life on it's ass and it should be quite similar.
This link contains a few likely candidates. As does this one.
If you still want something specific to Hammer, but you can't find anything using Hammer, look for WorldCraft tutorials too. WorldCraft is what Hammer used to be called before Valve went all Half-Life on it's ass and it should be quite similar.
This link contains a few likely candidates. As does this one.
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
JasonX wrote:Can i move things other than platforms? Such as huge blocks, etc? Also, for spikes on the floor that hurt the player, would func_train be the option?
func_train is basically a BSP model/brush that travels along a predefined path. If you want to make spikes or traps, I'd suggest you to use func_doors instead, just setting dmg to something different of 2 (the default value).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
a func_train can kill you too, i think. Might require some spawnflag settings to enable it.
But keep in mind, with either the door or the train, it will not hurt you except by squishing you against some other object ... a pointly-looking spike isn't itself going to hurt you on contact.
But keep in mind, with either the door or the train, it will not hurt you except by squishing you against some other object ... a pointly-looking spike isn't itself going to hurt you on contact.
- metlslime
- Posts: 316
- Joined: Tue Feb 05, 2008 11:03 pm
Unless you make it a trigger_hurt, of course. But yeah, just making a pointy spike on it's own is not enough.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
mh wrote:Unless you make it a trigger_hurt, of course. But yeah, just making a pointy spike on it's own is not enough.
Right, i see now that JasonX just wanted non-moving floor spikes, so the answer to that is:
yes, just build the spikes out of brushes and then put a trigger_hurt around them. The spikes could be part of the world, or a func_wall if you want.
- metlslime
- Posts: 316
- Joined: Tue Feb 05, 2008 11:03 pm
JasonX wrote:Can i define their radius or something, when using trigger_hurt?
It's a brush model, so the brush determine the size, but it must be an axis-aligned box (if you try to make anything other shape, the code will generate an axis-aligned box anyway.)
- metlslime
- Posts: 316
- Joined: Tue Feb 05, 2008 11:03 pm
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